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Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
Hyunho Han, Hyunsuk Jeong, Sun-Jin Jo, Hye Jung Son, Hyeon Woo Yim
Epidemiol Health. 2020;42:e2020016.   Published online April 7, 2020
DOI: https://doi.org/10.4178/epih.e2020016
  • 61,118 View
  • 309 Download
  • 13 Web of Science
  • 14 Crossref
AbstractAbstract AbstractSummary PDFSupplementary Material
Abstract
OBJECTIVES
This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents.
METHODS
The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model.
RESULTS
The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres.
CONCLUSIONS
The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future.
Summary
Korean summary
본 연구에서는 전향적 코호트 연구인 iCURE의 기저시점에 등록된 2,319명 중, 연구목적상 필요한 중학생 1,532명의 자료를 활용하여 온라인 게임장르 이용경험과 인터넷게임장애 위험의 연관성을 살펴보았다. 이는 추후, 온라인 게임장애의 위험요인을 규명하는 연구에 기초자료를 제시하는데 목적을 두었다. 이에, 롤플레잉게임, 시뮬레이션게임, MOBA의 이용경험이 있는 자는 인터넷게임장애 고위험자가 될 가능성이 각각 1.52배, 1.59배, 1.51배 높은 것으로 나타났다. 따라서, 추후, 청소년들이 이용하는 온라인 게임장르와 인터넷게임장애의 관련성을 알아보기 위한 관찰연구에서, 위험요인이 되는 장르로 롤플레잉게임과 시뮬레이션게임, MOBA 장르에 주목할 필요성이 있다. 또한, 대상자들의 연령수준과 해당 시점에 유행적인 요소의 파악이 필요할 것이다.

Citations

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The association between aggression and risk of Internet gaming disorder in Korean adolescents: the mediation effect of father-adolescent communication style
Eunjin Kim, Hyeon Woo Yim, Hyunsuk Jeong, Sun-Jin Jo, Hae Kook Lee, Hye Jung Son, Hyun-ho Han
Epidemiol Health. 2018;40:e2018039.   Published online August 8, 2018
DOI: https://doi.org/10.4178/epih.e2018039
  • 18,824 View
  • 390 Download
  • 43 Web of Science
  • 42 Crossref
AbstractAbstract AbstractSummary PDFSupplementary Material
Abstract
OBJECTIVES
Open and supportive communication between parents and children is known to reduce adolescents’ delinquent behavior. Recently, the risk of Internet gaming disorder (IGD) has been increasing in adolescents. The purpose of this study was to investigate the mediating effects of parent-child communication styles on the relationship between adolescent aggressiveness and risk of IGD.
METHODS
Participants in this study were 402 first-year students from 4 middle schools in Seoul who enrolled in the Internet user Cohort for Unbiased Recognition of gaming disorder in Early adolescence (iCURE) and completed baseline assessment in 2016. The structural equation model was constructed based on an aggression questionnaire, the Internet game use-elicited symptom screen, a mother-child communication inventory, and a father-child communication inventory.
RESULTS
Adolescents’ aggressiveness was found to be related to their risk of IGD. The father-child communication style mediated the relationship between aggression and risk of IGD. However, the mother-child communication style had no mediating effect.
CONCLUSIONS
Our findings suggest that fathers should make an effort to improve open and positive communication skills with their children, because the father-child communication style plays an important role in the relationship between adolescent aggressiveness and risk of IGD.
Summary
Korean summary
본 연구는 청소년기의 공격성과 인터넷 게임장애 위험과의 연관성에서 부모와의 의사소통 방식의 매개효과를 알아보고자 하였다. 연구대상자는 인터넷 사용자 코호트 연구(the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence, iCURE)에 등록된 중학교 1학년 402명을 대상으로 단면조사 연구를 실시하여 구조방정식 모형분석을 하였다. 청소년 시기의 공격성은 인터넷 게임중독과 연관성이 있었고, 이러한 연관성은 아버지와 자녀간의 의사소통을 통해 매개되고 있었다. 아버지가 청소년과 개방적이고 긍정적 의사소통을 하는 경우 청소년의 공격성과 인터넷 게임장애 위험의 연관성을 낮추는 매개효과가 있었다.

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Association of Subway Driver's Depressive Symptoms and Experience of Work-Related Problems
Sun-Jin Jo, Hyeon Woo Yim, Hyoung-Ryoul Kim, Kang Sook Lee, Jong-Ik Park, Sung Man Chang
Epidemiol Health. 2010;32:e2010010.   Published online December 3, 2010
DOI: https://doi.org/10.4178/epih/e2010010
  • 16,974 View
  • 93 Download
  • 8 Crossref
AbstractAbstract PDF
Abstract
<sec><title>OBJECTIVES</title><p>Subway drivers experience various types of work-related problems during their driving, and those experiences can act as risk factors for depressive symptoms. This study was conducted to investigate the association between work-related problems and subway driver's depressive symptoms.</p></sec><sec><title>METHODS</title><p>We recruited all of the 961 current subway drivers of a subway company located in Seoul, South Korea and conducted a survey of their socio-demographic and vocational characteristics, hospital visits as an outpatient or inpatient, and work-related problem experiences during the last year. Work-related problems included an accident resulting in death or injury, a conflict with a customer, a sudden stop from an emergency bell, or a near accident. Depressive symptoms were measured with the Center for Epidemiologic Studies-Depression (CES-D) instrument. The survey was performed using a self-report questionnaire from April 16 to July 13, 2007. The data of 827 drivers (86.2%) were analyzed.</p></sec><sec><title>RESULTS</title><p>Experience of a conflict with a passenger (p=0.011), a sudden stop from an emergency bell (p=0.001), or a near accident (p=0.001) increased the prevalence of depressive symptoms among subway drivers. A multiple logistic regression analysis revealed that a sudden stop from an emergency bell increased the risk of depressive symptoms significantly (OR=2.59, p=0.026). Near accidents were marginally associated with a higher risk for depressive symptoms (OR=1.62, p=0.062).</p></sec><sec><title>CONCLUSION</title><p>The experience of a sudden stop from an emergency bell increased subway driver's depressive symptoms, and near accidents may increase the risk of depressive symptoms. Therefore, interventions for the drivers who had experienced these work-related problems are needed.</p></sec>
Summary

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